The Protect Planet quests are still terrible. (= I've watched the timer jump around, eventually get down to 10 seconds then suddenly jump to over 2 hours. I just spent about 10 minutes waiting for the planet to build a ship after colonizing, not selling anything to the planet but buying consumables, identifying and repairing to pump in some cash, with no result. I try to keep enemies away, or I try to let enemies get one shot on the planet first (which has, in the past, sometimes jump started them into building a ship), neither made them build a ship any faster. Finally a random electrical storm popped up and destroyed the planet.

I would assume the first priority on a new colony would be planet protection, I don't know why it takes so long (and the timer jumps around so dramatically). Plus, the small area you need to be in to complete the quest is annoying; I've been fighting enemies like 1 screen away when a ship has gotten built in the past and the quest gets obsoleted. The area restriction would be fine if it didn't take forever for the ship to actually get built (and the timer was actually accurate).

The Protect Planet quests are still terrible. (= I've watched the timer jump around, eventually get down to 10 seconds then suddenly jump to over 2 hours.

Not to mention these estimates seem to be complete bogus. The timer jumps to 30 minutes, and I'm thinking "Well, that's ample time to solve some other quests in this system..." ,
and guess what happened only a few seconds after my ship left the general vicinity of the planet in question? That's right- ship built, quest obsolete.

It seems the problems with "Make system safer" quests I reported earlier have been solved in 0.928 .

Edit : Not related to the above, but I just noticed the console saying "Trying to reference a userVar before it has been set up!" twice
after "Database parsed" when it's called up on the main menu (and possibly elsewhere in the game, too). I think that's new.

- A terraforming quest (third stage of a terraforming project; swamp planet to terran planet) had no rewards listed under its completion message.

- A particular piece of technology (IRCM jammer mark I) was listed twice under tradeable technologies.
I don't know exactly how this happened, but my guess would be the same piece of technology dropping twice on two separate occasions, with a Save&Quit inbetween.